How to Use a Blank Tile in Scrabble - Tiles, Letters, Strategy Using Blank Tiles in Scrabble Using Blank Tiles in Scrabble When you master how to use a blank tile in Scrabble, you can use blanks to score especially high point totals. A blank tile has no value in and of itself when playing Scrabble, but blank letter tiles give you flexibility in the type of words you can place on the board. For that reason, blank tiles are highly coveted in Scrabble, though rare (2 blanks per game). Blank Tiles Equal Any Letter in the Alphabet Remember that a blank tile can represent any letter in the English alphabet. Once played, though the blank tile is essentially like whatever letter it was originally played as. So if someone plays the blank as the “Z” in “Q-U-A-R-T-Z”, then if you play off quartz, you’ll need to build off the blank tile as if it was any other “z” on the board. Remember this tile is still worth no point value. Play All 7 Letter Tiles When playing the blank letter tiles, try to think of all the various possibilities for building longer words.

If you the blank tile is what you need to fill out a 7 or 8 letter word, then by all means take the opportunity to get rid of all your letter tiles at once. Remember, if you play all 7 letter tiles off your letter rack at once, you gain an extra +50 point bonus. So it’s worth putting your letter tiles in an order and see if you only need one letter to complete a word. Add an S to a Big Word One of the big cop-outs in Scrabble is to add an “S” to a word that’s already on the board. This works for longer words and words with a lot of high point value letters. Remember that the blank tile has no point value, while building off a word that has already been played over a double and triple modifier space does not give the 2x and 3x point values. Still, if the S gives you a nice total towards the end of the game, this might still be your best option. And if your blank tile is played onto a double word or triple word score, you get the benefit of the modifier, despite the fact that the blank tile is worth no points itself.

Using a Blank To Replace Low Value Letters Since you don’t get the point value of the letter the blank tile represents, it’s just as good to play a blank as a 1-point letter as a 10-point letter. In fact, if you have several big point letters on your letter rack, consider using the blank as a common letter, in order to facilitate getting those big point tiles on the Scrabble board. Using the Blank Tile for High Scrabble Scores Studying how to use a blank tile in Scrabble can increase you Scrabble scores, since you maximize the opportunity given to you when you drew the blank tile. Try not to waste the blank on just any word, since the possibilities are so great. Pray you get two blank scores, since this should give you every opportunity of playing all seven letter tiles at once.

Scrabble/Rules - Wikibooks, open books for an open world Scrabble/Rules Standard playing equipment includes: 15x15 Scrabble board Standard set of 100 tiles according to the usual distribution, placed in an opaque bag or face-down on the table (a bag is required in tournament play) One rack per player Goal[ edit ] The goal of Scrabble is to score as many points as possible by placing letter tiles to create words onto the game board. At the end of the game, when one player has used all of his tiles and there are no more tiles left to draw, the game ends. Before the game[ edit ] Players should agree on a dictionary or word source to be used, for the purpose of adjudicating challenges. The game is set up so that each player possesses one rack. The 100 letter tiles are placed into an opaque bag (or face-down), hidden from view. Each player draws one tile to determine order of play. The player with the letter closest to "A" in the alphabet, with the blanks taking precedence over "A," goes first, and play proceeds clockwise. If two players tie for first, repeat. Players return tiles to the bag, and shuffle.

Each player draws seven tiles, and places them on his or her rack, hidden from other players. Tournament play[ edit ] Since having all 100 tiles is crucial to tournament game play, players should confirm that the Scrabble set contains 100 tiles (this is usually done by arranging the tiles into four 5x5 squares, or one 10x10 square). In most tournament games, the player with the fewer number of firsts will go first; if there is a tie, the player with the most number of seconds goes first. If there is still a tie, both players draw one tile, as described above. Gameplay[ edit ] The first word formed must consist of at least two letters that form a word reading left-to-right or top-to-bottom, and touch the center square (H8, marked with a star). On every turn, the player has the option to: Pass his or her turn, scoring nothing. Exchange 1-7 tiles, scoring nothing. The proper way to exchange tiles is to place the exchanged tiles face down, draw replacement tiles, and put the exchanged tiles into the bag. You can only exchange if there are at least 7 tiles in the bag.

Make a play by adding at least one new tile to the board, record the score for the play, and add to his/her cumulative score. After making a play, the player announces the score for that play, and draws replacement tiles so that (s)he has seven tiles. Every play thereafter must connect to at least one tile already on the board. On subsequent plays, players can Extend a previously played word; e.g. if PARK is played, (PARK)S, (PARK)ING, RE(PARK) and RE(PARK)ING are all acceptable plays. "Hook" a word by adding one letter to a previously played word, and playing perpendicular (e.g. if PARK is played, playing ZEALOTS/S(PARK) is valid). Playing parallel to a previously-played word. For example, playing ILEA under PARK, forming PI, AL, RE, and KA. Some rules about subsequent plays: Diagonal plays or words that read right-to-left or bottom-to-top (e.g. SEIVARG*) are not acceptable. All letters played in one turn must lie on a line and form a continuous word (usually called the "main word").

At least one tile played must be adjacent to a tile previously on the board. Plays that violate the above conditions are unacceptable, and can be challenged off in tournament play, regardless of validity. There are two blank tiles, which may be used as any letter. Blank tiles score 0 points, regardless of the letter it designates. When a blank is played, the letter that the blank represents must be indicated, and cannot change in subsequent turns. Acceptable words[ edit ] All words in the agreed-upon dictionary, including inflections, are acceptable. Proper nouns are not acceptable, unless they have separate meanings (such as CHINA, JACK, or BOSTON). Most acronyms or abbreviations are not allowed, unless they appear as separate entries. Archaic spellings are generally not allowed. Foreign words which have been incorporated into the language are valid. Vulgar and offensive words are acceptable in tournament and most club play (however, the National School Scrabble Championship uses the OSPD5, which expurgates offensive words). The official word list in North American tournament play is the Official Club and Tournament Word List, 3nd Edition.

In other countries, the official word list is Collins Scrabble Words (CSW), 2015 edition. Note: Words that are only acceptable in CSW, but not TWL, are commonly denoted by a #. Challenging a play[ edit ] Main article: Challenging a play If player A forms a word that the opponent believes is invalid (not listed in the agreed-upon dictionary), the opponent can challenge the play. If the word(s) challenged are listed in the dictionary, the opponent loses his/her turn. If any of the challenged word(s) does not appear in the dictionary, player A removes his play from the board and loses his/her turn. The opponent can only challenge a play before player A draws replenishment tiles. See article on "Challenging a play" for more details. End of the game[ edit ] Under North American tournament rules, the game ends when: There are no more tiles left to draw, and one player has used up his or her tiles (known as playing out), or Six consecutive scoreless turns have occurred.

If a player plays out, the sum of the values of his opponents' tiles is added to his score, while each of the opponents' scores is reduced by the sum on his or her rack. In tournament play, the player playing out receives twice the value of his opponent's rack, and the opponent's score is unchanged. This does not affect point spread, but makes scoring slightly easier. Scoring[ edit ] Each letter tile has a number next to it that indicates how many points it is worth. Common letters, such as vowels, are worth 1 point, while rare letters such as "Q", "X", and "Z" are worth 8-10 points. Blank tiles are worth zero points. The score of a play is equal to the sum of the scores of all new words formed (including extensions or hook words, see examples below). Double Letter Score and Triple Letter Score (DLS, TLS) - a letter on this space is doubled or tripled in its point value. Double Word Score and Triple Word Score (DWS, TWS) - if any letter touches this space, the entire word is doubled in point value.

If your word includes both a letter bonus and a word bonus, the letter bonus is applied first, in accordance with order of operations. Note that the center square is a DWS, so the first play of the game receives a double word score. The premium letter squares are only applied on the first turn that they are used. On subsequent plays, the premium letter squares are nulled. If a pre-existing word is added onto with a tile that lands on a double word tile, the original word is not doubled. A play that covers two DWS is doubled then re-doubled (i.e. the score for the word is 4 times its face value) and is sometimes referred to as a "double-double." Similarly, a play covering two TWS is tripled then re-tripled ("triple-triple."). If a player uses all seven of their tiles on one play, they receives an extra 50 points, in addition to the score for the word. Such a play is commonly referred to as a bingo or a bonus. At the end of the game when nobody can make a move or someone goes out of tiles, each player subtracts the amount of points that remain unused on their rack from their total score.

If someone goes out of tiles, then the total of points on all other players' racks is added to their score as well. For this reason it's usually advantageous to be the first to dump all your tiles. Example[ edit ] Suppose player 1 plays FINED 8D. The score for this play is 2*(2*4 + 1 + 1 + 1 + 2) = 26 points. Suppose player 2 extends FINED to form CON(FINED) 8A. The score for this play is 3*(3+1+1+4+1+1+1+2) = 42 points. Note that the F on the DLS retains its face value. Suppose player 1 plays BATTInG 7G (with a blank I), forming BE and AD. The score for the main word, BATTInG is 3*2 + 1 + 2*1 + 1 + 1 + 0 + 2*2 = 15. The score for B(E) is 3*2 + 1 = 7 (note that the B is doubled both directions).

The score for A(D) is 1+2 = 3. However, BATTInG uses all seven tiles, so it receives a 50 point bonus. The score for the play is 15+7+3+50 = 75. Player 1 has a 101-42 lead. Notation[ edit ] Like chess, Scrabble uses a notation system to annotate plays. Rows are labelled 1-15, and columns A-O, as shown below. Each square has a unique coordinate, so the top left square would be A1 and the center star is H8. A 3× WS Plays are usually notated in the form "WORD xy +score" where WORD indicates the main word played, xy is the coordinate of the first letter of the main word, and score is the score for the play. If the main word reads left-to-right, the row number precedes the column letter, and if the main word reads top-to-bottom, the column letter precedes the row number. All letters (except for blank tiles) are capitalized. Finally, if a word is played through one or more letters, the letters that were already on the board are surrounded by parentheses ().

For example, the first two plays of the game shown above are: QUAY 8E +32 How many of each letter is in Words with Friends | word-grabber.com - make words from letters How many of each letter is in Words with Friends 7 Comments 7 The people who play Words with Friends find the game very interesting, amusing, and educational. It draws more than 20 million active players on a monthly basis, meaning that it is also very popular. Actually, Words with Friends is currently one of the most popular games in our virtual space. In this article we will answer the question: How many of each letter is in Words with Friends? There are some very valuable letters that carry a lot of points and some tiles that carry no points at all, but can nonetheless be very valuable. How many tiles of each letter are in Words with Friends? There are 104 tiles available during any one Words with Friends game match. Of these, 102 tiles are emblazoned with one of the 26 letters of the English alphabet, while two are blank. On the graph you can see the number of tiles and corresponding point values for each of the letters in Words with Friends.

The most frequent letter with 13 tiles is the letter E, which is also the most frequently used letter in the English language. In contrast, letters J, K, Q, X and Z are each represented by just 1 tile as the most infrequently used letters in the English language. This shows us that the distribution of letters in the English language has a fundamental role in deciding how many tiles of each letter there will be in Words with Friends. More about letter distributions in some of the world languages can be read here . Letter frequency and point values in Words with Friends The point value of each letter in Words with Friends There is an inverse relationship between the number of tiles and point value of the letters in Words with Friends. As a general rule, more frequent letters carry fewer points, while less frequent ones carry more. The least frequent letters such as J, Q and Z carry 10 points and are the most valuable ones. In contrast, there are two blank tiles (* on the graph) that carry no points at all. The letters S, R, T and almost all of the vowels (except U) carry just 1 point, since they are the most frequent letters in Words with Friends.

Point values for other letters can be seen on the graph above. There are also premium squares on the board that can significantly boost your score by doubling or tripling the point values of letters or entire words: DL (Double Letter), TL (Triple Letter), DW (Double Word) and TW (Triple Word). Frequency and point value of each letter – the short answer In the table below you can see how many of each letter is in Words with Friends and a point value of each letter as well: Letter How to play with the blank tiles (*) and with the high-scoring tiles? During a Words with Friends match you can easily recognize blank tiles on the board since all other tiles have their point value shown on them and blank tiles do not. They carry no points at all and can be used as replacements for any of the other letters. However, blank tiles can bring you a lot of points indirectly if you use them cleverly, such as when they are used to reach one of the premium squares or to connect your word with other words and get those points too. As a general rule for gaining a lot of points in a match, do not use the blank tiles quickly and without thinking about ways to use them to build high-scoring words.

On another note, high-point letters such as J, Q, Z and X are very difficult to play, since comparatively few words are built using them. A good strategy to deal with these letters would be to use them as soon as you get them, as well as to learn some short words containing them. Read more about some other strategies to boost your score in a game of Words with Friends. How Many S in Words with Friends? | word-grabber.com - make words from letters How Many S in Words with Friends? 2 Comments 2 Words with Friends is a very popular word puzzle game which can bring you a lot of fun and amusement. In addition, this game has an educative note, since you can learn some new English words. When we talk or think about Words with Friends it is inevitable that this very popular game will be compared with Scrabble. You will often read that Words with Friends is a Scrabble-like game or Scrabble clone. The fact is that these two games are very similar and both are very popular. There are, however, some differences between the two. One of them is the number of tiles with the letter S. You can see other differences here .

In this article we will answer the following questions: How many S tiles are there in Words with Friends? Why exactly are there this many S tiles? How can you use the letter S to boost your score? How many S in Words with Friends – the short answer For those of you who need a quick answer, here are the facts: 104 tiles in Words with Friends 5 tiles with an S 2 blanks that might represent an S s0, up to 7 S’ are possible in Words with Friends The Number of S Tiles in Words with Friends There are 104 tiles available during any one match of the game Words with Friends. Of those, 102 tiles are emblazoned with one of the 26 letters of the English alphabet, while two are blank. Out of the 102 tiles with letters, 5 tiles are printed with the letter S and carry one point each. Blank tiles are used to replace any of the other letters, but they do not carry any points. So if you need more S tiles during a match, you can use one or both of the blank ones. The complete distribution of the letters in Words with Friends you can see in How many letters in Words with Friends .

Why that many S tiles? If we want to answer this question, we will have to consider the distribution of letters in English, since this game exists only for this language. The distribution of letters in one language is actually the frequency with which letters are used for writing texts in that language. Every language has its own letter distribution, which can be figured out by analyzing a large sample from a representative text. Using computers this task is not difficult to achieve and has already been done for most of the world’s languages. Letter distributions for one language can vary slightly, depending on the actual text used in frequency analyses. The following graph represents one of the most common letter distributions in the English language: Distribution of letters plays a fundamental role for determining the number of tiles with each letter in word puzzle games such as Words with Friends. If we look once again at the graph representing the letter distribution we can see that the letter S occurs in 6% of all letters used for writing in the English language. Since there are 102 tiles with letters in Words with Friends, there should be about 6 S tiles in this game. We can therefore say that with only 5 tiles, the letter S is underrepresented in this game.

One of the possible reasons for an underrepresentation of S tiles in Words with Friends might be that there are some overrepresented letters. For example, according to this distribution there should be 0.07 Z tiles, which rounds down to no tiles at all. Since designers of the game most likely want to have at least one tile for each of the letters, this must be compensated for by reducing the number of tiles representing high frequency letters, one of which is S. After considering all of this, designers decided that there would be 5 S tiles in Words with Friends. Let There be More S Tiles Why is the letter S so interesting in Words with Friends? The plural form for most nouns in the English language can be made just by adding an S at the end. Effective use of the letter S in Words with Friends can therefore be a powerful strategy to boost your score. When you have a tile with the letter S, you can always choose some noun on the board and make its plural form simply by adding an S at the end. The most effective way to exploit this fact is to try and create a word with S in it and then cross that word with the noun on the board in singular adding an S at the noun’s end.

Both the plural noun and the word that you have just created will be counted in your final score. For example, if there were the word RHINO on the board you could extend it to RHINOS just by adding S at the end or creating ROLES as in the featured image at the top of this post. Don’t forget to also check out some other strategies to boost your score in Words with Friends . Description: Letter S is a very interesting letter in Words with Friends and it can be a very powerful tool for boosting your score. How many S tiles are there in Words with Friends? What is the most effective way to use it? Answers to these and other related questions can be found here… Rules of Play - National Rules National Rules THE AUSTRALIAN SCRABBLE PLAYERS ASSOCIATION (ASPA) RULES OF TOURNAMENT PLAY Valid from January 1, 2007 The following rules are those which apply for the National Championships, as resolved by the Council of the Australian Scrabble Players Associations. These rules are used at all tournaments of the Australian Scrabble Players Association.

The rules may be varied for particular tournaments, but any variations must be announced in advance so that they may be known by players before registering for the tournament, except in the case of an emergency. All decisions of the Tournament Director (TD) on disputes or clarification of rules are final. Where these rules vary from those published from time to time in Scrabble sets by copyright holders, the ASPA Rules of Tournament Play will apply. STARTING THE GAME 1.1 It is the responsibility of both players to determine before commencing play that there are 100 correct tiles. There can be no appeal if an incorrect number or incorrect distribution is discovered later. 1.2 The pre-tournament information should specify how the first player in each game will be decided. This may be by drawing tiles, use of a computer program, use of a "balanced start" record card, or another method as determined by the tournament organiser. 1.3 Balanced starts: either a computer program or a record card of starts is used to determine who shall start each game, with the objective being for players to have roughly the same number of starts. This system is referred to as "balanced starts". When a record card is used, the player who has had fewer starts plays first.

If both players have had an equal number of starts, tiles are drawn (see 1.4) to see who plays first. 1.4 Drawing tiles: for each game, each player draws a tile from the bag placing it face up in full view. The player with the letter closest to the start of the alphabet goes first. A blank is considered to come before an "A". If both tiles are the same, the players will each draw again until there is a decision. The player who is to go second returns the tiles to the bag and shuffles the bag, ready for the game to begin. No tiles shall be returned to the bag until a decision is reached. 1.5 When the first player has taken a tile out of the bag, the time clock may be started. TIME 2.1 If at least one player wants to use a time clock, it must be used, subject to availability and the agreement of the TD. 2.2 The time allotted is to be equally divided between the two players. You may ask for a time clock before play commences or during the game. In the latter case, the time remaining will be equally divided.

The time allotted for games played in the Australian National Championships has been set by CASPA at 25 minutes per player. 2.3 If a player is not there on time, the Tournament Director may start that person's clock. If two players are absent from a board, the TD will start one clock. When the first player arrives, each player has half the elapsed time deducted, and the second player’s clock is set running. 2.4 A player who is not present before the time on that player's clock has expired forfeits that game. SCORING 3.1 Each player must keep score by writing down both players' scores for their moves and both players' cumulative scores, before making his/her next move. If your opponent is not doing this, ask them to do so. If they continue to not record scores and totals, call for the TD. If this omission occurs in a game where a clock is in use, the TD should direct the player to complete the required record of scores with his/her clock running. This may occur during or at the end of the game, depending on when the omission is brought to the TD's attention .

3.2 An error in the score for a move or cumulative score may be corrected at any time until the result sheet/s have been signed by both players. 3.3 Players must neutralise the clock while resolving a discrepancy. TILE TRACKING neutralise the time clock. refrain from writing down the score for the move (refer Rule 6.1). write down the word(s) and table number on a challenge slip and show your opponent that it has been written accurately. hold up the challenge slip or call "challenge" or take the slip for adjudication. 10.3 If you are challenging word placement or the legality of an exchange, call the TD. 10.4 When a word is challenged both players must cover their tiles until the challenge slip is returned. 10.5 If your opponent has drawn tiles before you have written down the score for their move, you may still challenge. In this case if the move is adjudicated as invalid, you should treat the tiles drawn as excess tiles, and remove them as in Rule 5.3, and your opponent then puts the tiles they had played back on their rack.

10.6 Once the clock has been neutralised (or, without clocks, once the challenge slip has left the table) the challenge may be neither conceded nor retracted. 10.7 When the challenge slip is returned, both players must see it. Either player may query the decision and ask that the slip be returned for re-adjudication. A brief note indicating where the word may be found is permitted, but you must not leave your table to argue the case. 10.8 If the word is disallowed, the player takes back the tiles played and misses their turn. The challenge is recorded on the score sheets and the clock timing is resumed. 10.9 If the move is allowed, play continues with no penalty to the challenger (except when a specific penalty challenge system has been advertised in pre-tournament information) 10.10 You may challenge only once in a turn, but that challenge may include one or more words, as you wish. Words challenged together receive a single decision: if all words challenged are acceptable, the move is allowed; if at least one word challenged is not acceptable, the move is disallowed.

10.11 If any word on the challenge slip does not correspond to words made on the board that turn, the challenge slip may be resubmitted with the correctly recorded words. 10.12 (Self-running of challenges) The clock must not be re-started until both players are seated, and either the tiles removed from the board or the score restated. ENDING THE GAME 11.1 If you have used all your tiles in an accepted move and the bag is empty, the value of the tiles on your opponent’s rack is added to your total score and subtracted from theirs. The player going out must neutralise the time clock on completion of the final move. 11.2 The game ends automatically if six successive scores of zero occur, obtained from passes, successful challenges or tile exchanges. The value of the tiles on each person’s rack is subtracted from their total score. 11.3a (When you are not using a time clock) If the end of time for play is announced, you may complete your move only if you have started to put tiles on the board by the end of the announcement. If your rack is not full and there are tiles in the bag, you must replenish your rack as usual.

Then the value of tiles on each person’s rack is subtracted from their total score. 11.3b (When you are using a time clock) If you go over time, you will be penalised 10 points per minute or part thereof. This penalty is deducted from your total score but not added to your opponent’s score. A digital clock is not in overtime until –0:01 is shown. 11.4. If a tile is discovered outside the bag (e.g. on the floor, under the board) at any time during the game and before the result sheet/s have been signed, the procedure is as follows: Both players see the tile, and it is placed in the bag. Any tiles which players had removed from their racks, thinking play was over, are replaced on the racks. Then proceed in this way: If both players have 7 tiles on their racks, play resumes. If only one player has fewer than 7 tiles on the rack, that player then draws from the bag and play resumes.

If both players have fewer than 7 tiles on their racks, players determine (while the time clocks are neutralised) which one should have drawn replacement tiles earliest; that player then draws from the bag and play resumes. However, If after the appropriate player has drawn from the bag, only one player now has tiles on the rack, the game is over and the result is recalculated as necessary. (NOTE: Under no circumstances can any moves be replayed) 11.5 The onus is on both players to verify that the bag is empty. If tiles are discovered in the bag (which players had thought to be empty) before the results sheet has been signed, the procedure is as follows: a. If one player has seen the tile/s, it is shown to the other player. b. Any unplayed tiles which players have removed from their racks, thinking play was over, are replaced on the racks. c. Players determine (while time clocks are neutralised) who should have drawn replacement tiles first. This player then adds the tile/s to their rack. d. If both players still have tiles, play resumes. If only one player now has tiles on their rack, the game is over and the result is recalculated.

11.6 The game is finished when both players have signed the result sheet/s to show that they have agreed on the final total scores. Before this, the tiles may not be moved. No changes can be made if unused tiles are discovered after the result sheet/s have been signed by both players. 11.7 After the result sheet/s have been signed, you should check that both players’ names have been written clearly. The winner must submit the result sheet/s to the official scorers promptly. The loser must arrange the tiles in a 10x10 square. PLAYERS’ RIGHTS AND RESPONSIBILITIES 12.1 No dictionaries, word lists, or similar may be consulted by players during the game. The official reference for adjudication at tournaments is as approved by CASPA from time to time. 12.2 Approved rotating boards and digital clocks take precedence over non-rotating boards and analogue clocks. Disputes over seating and board placement are to be settled by drawing a tile. However, if this does not settle the dispute, consult the TD. If there is a dispute regarding equipment, consult the TD before play commences. The TD may refuse use of unsuitable equipment. Personalised score sheets are allowed.

However, all papers brought to the table, including separate tile-tracking sheets, may be examined by the opponent before the game. 12.3 The onus is on each player to be familiar with the rules and to know when adjudication is required. If players are unsure of the rule which applies to a particular situation, they should consult the TD immediately for clarification. A player who suspects that an opponent has violated a rule should consult the TD immediately. The TD will attempt to determine if a deliberate act to violate the rules has occurred, or if it was a mistake. The TD may impose an appropriate ruling or suitable penalty. 12.4 Players must be courteous, and not distract opponents or other players in any way. Players must avoid unduly obstructing opponents' view of the board. Observers may watch discreetly, subject to acceptance of the players. They may not distract, interfere with, or influence other players. Clocks may be neutralised while observers are dispersed. The TD may declare a game forfeit. This may occur when a player has abandoned a game, committed a flagrant breach of rules, or arrived too late to play the game. Queries regarding rules should be firstly addressed to the relevant State Committee .

Suggestions re changes to rules will then be forwarded to the National Rules Coordinator by the State Rules Representative, as appropriate. Scrabble Rules | Official Word Game Rules | Board Games Scoring You should have a game board, 100 letter tiles, a letter bag, and four racks. Before the game begins, all players should agree upon the dictionary that they will use, in case of a challenge. All words labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe. Place all letters in the pouch, or facedown beside the board, and mix them up. Draw for first play. The player with the letter closest to "A" plays first. A blank tile beats any letter. Return the letters to the pool and remix. All players draw seven new letters and place them on their racks. #1 The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with one letter on the center square.

Diagonal words are not allowed. #2 Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag. #3 Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board, to form at least one complete word. If, at the same time, they touch others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn. #4 New words may be formed by: Adding one or more letters to a word or letters already on the board. Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4 below.) Placing a complete word parallel to a word already played so that adjacent letters also form complete words.

(See Turn 5 in the Scoring Examples section below.) #5 No tile may be shifted or replaced after it has been played and scored. #6 Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game. #7 You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn. #8 Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. Consult the dictionary for challenges only. All words made in one play are challenged simultaneously. If any word is unacceptable, then the entire play is unacceptable. Only one turn is lost on any challenge. #9 The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made.

#1 Use a score pad or piece of paper to keep a tally of each player's score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero. #2 The score for each turn is the sum of the letter values in each word(s) formed or modified on that turn, plus the additional points obtained from placing letters on Premium Squares. #3 Premium Letter Squares: A light blue square doubles the score of a letter placed on it; a dark blue square triples the letter score. #4 Premium Word Squares: The score for an entire word is doubled when one of its letters is placed on a pink square: it is tripled when one of its letters is placed on a red square. Include premiums for double or triple letter values, if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count). NOTE: the center square is a pink square, which doubles the score for the first word.

#5 Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value. #6 When a blank tile is played on a pink or red square, the value of the word is doubled or tripled, even though the blank itself has no score value. #7 When two or more words are formed in the same play, each is scored. The common letter is counted (with full premium value, if any) for each word. (See Turns 3, 4 and 5 in the Scoring Examples section.) #8 BINGO! If you play seven tiles on a turn, it's a Bingo. You score a premium of 50 points after totaling your score for the turn. #9 Unplayed Letters: When the game ends, each player's score is reduced by the sum of his or her unplayed letters. In addition, if a player has used all of his or her letters, the sum of the other players' unplayed letters is added to that player's score. #10 The player with the highest final score wins the game. In case of a tie, the player with the highest score before adding or deducting unplayed letters wins.

Scoring Examples In the following, the words added on five successive turns are shown in bold type. The scores shown are the correct scores if the letter R is placed on the center square. In Turn 1, count HORN: in Turn 2, FARM; in Turn 3, PASTE and FARMS; in Turn 4, MOB, NOT and BE; in Turn 5, BIT, PI and AT. Got Questions?

Question: In the game of Scrabble how many blank files are there?
Answer: TWO